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3D Studio Max: How do I export a model?

November 29, 2010, 05:28:53 pm
3D Studio MAX: How do I export a model to Lumion?

CHECKLIST: BEFORE YOU EXPORT YOUR SCENE

  • If you export to any other format than FBX and DAE format, please use meters as units (Customize -> Units setup -> Display Unit Scale -> Metric and Customize -> Units setup -> System Unit Setup -> 1 Unit = 1 Meter)
  • Select all objects in the scene, right-click -> Object Properties -> Backface Cull = On (This means that single-sided polygons will no longer be displayed as double-sided: this is how Lumion will see the models after you have imported them).
  • Select all objects in the scene, right-click -> Convert to: -> Convert to Editable Mesh.
  • Lumion will combine all surfaces that use a particular material. If you want to be able to edit the materials of surfaces separately in Lumion you need to apply a unique material to each surface.
  • Make sure that you convert all materials in the scene to Standard materials in 3DS Max. If you are using any other materials than the Standard material (eg, Vray, Architectural, Raytrace materials etc), the models will remain untextured in Lumion.
  • Lumion can import diffuse textures that have been assigned to the Diffuse Color map channel (Optional: a 2nd texture can be added to the Self-illumination map channel, e.g. for Lightmap textures, dirt/detail textures. See the Lightmap question in the Troubleshooting section below for more information). Any other texture map types will not be included (for example Specular, Opacity, Bump etc).
  • Use one of the following texture file types for the diffuse textures: .jpg, .tga, .bmp, .tif, .png, .dds.
  • You can also include an opacity mask in the alpha channel of the diffuse texture if required (use a 32-bit .tga or .png texture). Then apply a Standard material to the surface in Lumion, and set the Reflection or Clip slider to maximum, so that it uses the alpha channel in the texture as a clipping mask.


METHOD 1: EXPORT A COLLADA FILE (*.DAE) AND IMPORT IT IN LUMION

1) Install the OpenCollada exporter

Download the free OpenCollada exporter for 3DS Max:
https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools

Please use the x86 installer if you're using 3DS Max 32-bit or x64 if you're using 3DS Max 64-bit.

2) Export the scene:
Select "OpenCollada (*.DAE)" file type during export:



3) Export options:
Please use the following export settings:




METHOD 2: EXPORT AN FBX FILE AND IMPORT IT IN LUMION

1) Install the latest version of the FBX exporter
3D Studio Max has a built-in FBX exporter.

However, please update this to the latest version by clicking on "Web updates" in the exporter dialog window.



2) Export the scene:
Select "Autodesk (*.FBX)" file type in the export file dialog window:



3) Export options:
Select the "Autodesk Media & Entertainment" preset.


OTHER EXPORT METHODS
You can also use *.3ds and *.obj files as intermediate formats, but we don't recommend using these file formats as they're too old. It is possible to import directly from *.max file but requires that 3DS Max 2008 (or newer) is installed on your PC. This export process takes more time, and is less reliable than exporting to FBX and DAE formats.


Troubleshooting

How do I update the model in Lumion after making changes to it in 3D Studio MAX?
Use the Reload model function in Lumion.

How do I import Move/Rotate/Scale animations from 3D Studio MAX?
1) Time configuration -> Frame Rate -> PAL
2) Animate your object with move/rotate/scale keyframes.
3) File -> Export...
4) FBX format -> Preset -> AutoDesk Media & Entertainment
5) Import the FBX file in Lumion -> "Animation On"
6) Place the object anywhere in your scene to see the animation.

I can't assign a Lumion material to individual surfaces?
Lumion will always combine surfaces that use the same material in 3DS Max. If you want to assign a Lumion material to a specific surface, you must assign a unique material to that surface in 3DS Max before exporting the model.

How do I prepare Lightmaps in 3D Studio Max?
Lightmaps have to baked into the Self-Illumination map channel of Standard materials in 3DS Max. It is also possible to use a second map channel for the Lightmap texture coordinates (UVW Map channel: 2). After importing the model, simply apply a Lightmap material to the model in Lumion and adjust the sliders to your liking.
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